Re: T10 Models Recap, MLG Anaheim, Blue posts

So many crying shamans. I'd rather wait longer for better looking set than get it early and ugly.

"There's a difference between us. You think the people of this country exist to provide you with position. I think your position exists to provide those people with freedom. And I go to make sure that they have it."
- William Wallace

Re: T10 Models Recap, MLG Anaheim, Blue posts

Originally Posted by Myzrael

So many crying shamans. I'd rather wait longer for better looking set than get it early and ugly.

There's two ways to interpret the delay. Either the set is receiving an enormous amount of attention to detail, moreso than the other sets, or the design team had no idea where to go with the set and are playing around, slapping things together until something looks passable.

Re: T10 Models Recap, MLG Anaheim, Blue posts

You what doesn't make sense about this LoH change. Is that GC seems to have a problem with the ability, but he's not taking the ability away, just making it so pallys can't use it on ourselves. LoH wrong on self, but okay on others. Either the spell is unbalance or it's not. Why does it make the 25k or 50k heal on others not OP , but OP if cast on self. If pallys can only use it on others now, why not make it a talented Holy spell, rather than all pallys still getting it. I mean I'm not going to be watching my raid while I dps or tank and make sure to run to them to heal them, ignoring my roll.

Re: T10 Models Recap, MLG Anaheim, Blue posts

Originally Posted by Grayem

You what doesn't make sense about this LoH change. Is that GC seems to have a problem with the ability, but he's not taking the ability away, just making it so pallys can't use it on ourselves. LoH wrong on self, but okay on others. Either the spell is unbalance or it's not. Why does it make the 25k or 50k heal on others not OP , but OP if cast on self. If pallys can only use it on others now, why not make it a talented Holy spell, rather than all pallys still getting it. I mean I'm not going to be watching my raid while I dps or tank and make sure to run to them to heal them, ignoring my roll.

...allow me to point to the stupid ass comment about a prot warrior having a cooldown to instantly hit for 50k.

at what point does making loh not castable on urself...cover the prot warrior comment?
lol.

Re: T10 Models Recap, MLG Anaheim, Blue posts

Originally Posted by Miranger

I love the paladins complaining if you dont like getting nerfed become a rogue or dk and quit yer crying.

Where the hell have you been for the past year? DKs get nerfed in EVERY single patch, just like pallies. I don't think that all the other classes combined have received as many nerfs as DKs and pallies have since 3.0

[23:43:22] [P] [85:Bowsjob]: If its between 2 holy pallys its gonna be a gear fight most likely

Re: T10 Models Recap, MLG Anaheim, Blue posts

Originally Posted by nwo

Where the hell have you been for the past year? DKs get nerfed in EVERY single patch, just like pallies. I don't think that all the other classes combined have received as many nerfs as DKs and pallies have since 3.0

i dont mind nerfing pallys, or anyone for that matter.

but really? LoH? based on battlegrounds? Isnt there alot more things ruining bgs than pallys with loh? for instance afkers? or the lack of stuff to buy with honor?

really...LoH? Does blizz just have a random wheel that has pallys abilitys on it sitting in a office somewhere, and they just randomly roll it and decide thats what they are gonna pick for this week?

Re: T10 Models Recap, MLG Anaheim, Blue posts

LoH is not ruining the game. the ppl that qq about it are. LOH IS A PALLY thing it always has been since there was rpgs with pallies in them. But ppl cry about it so its getting taken away. Its so stupid and ppl just dont understand. Im sorry but you qqers about LoH to look at other things the ruin ur bgs and 1v1s cause its not LoH this is the most retarded nerf ever and I am greatly dissapointed in Blizz for doing this.

Re: T10 Models Recap, MLG Anaheim, Blue posts

Originally Posted by HotsPal

read the main blue post, they compare loh to a 50k instant hit by a prot warrior.

thats why its op. (apparently)

Ah Okay, missed the sarcasm. Yeah, a 50k heal is comparable to a 50k hit( way to use the extreme, blizz.) Thing is LoH has been usable for 5 years, At 60 LoH was at least an hour cool down( although still think I remember it being a once a day thing) , took all mana, then 1 hour CD all mana, then changed to partial mana,1 hour CD, then 20 minutes, and no mana, now its 15 mintues with glyph.

If it's suddenly OP now, why wasn't it at 70 or 60? Blizz made it more and more attractive to use whenever rather then it staying the 'Oh crap, I'm going to die but only have 10 mana, LoH time, full health, no mana." I'll be honest I barely use it, but I play with that level 60 mentality of only using it in emergency. Since the Cd was so long. When I do use it now, I forget about it and notice it's off CD.

This reminds me of the Vindication nerf, was fine game mechanic for 5 years , then suddenly OP.

Can't wait for my mage's summon food/water and portals to be taken away, because other classes have to buy/make their own food, and they also have to use hearth stones/city portals to get around.

Re: T10 Models Recap, MLG Anaheim, Blue posts

gonna make it big for all of you, since obviously, people seems to forget things:Death Pact
40 Runic Power
Instant 2 min cooldown
Sacrifices an undead minion, healing the Death Knight for 40% of <his/her> maximum health. This heal cannot be a critical.

Enraged Regeneration
15 Rage
Instant 3 min cooldown
You regenerate 30% of your total health over 10 sec. This ability requires an Enrage effect, consumes all Enrage effects and prevents any from affecting you for the full duration.

Frenzied Regeneration Rank 1
Instant 3 min cooldown
Requires Bear Form, Dire Bear Form
Converts up to 10 rage per second into health for 10 sec. Each point of rage is converted into 0.3% of max health.

Re: T10 Models Recap, MLG Anaheim, Blue posts

First off, I feel the need to point out that this isn't just a PvP nerf, it is also a tank balancing PvE nerf, since paladins were starting to pull ahead in that area. About the only area it wasn't a nerf for was arena, since, you know, it can't be used there.

Second up, to both sides of this argument, you seem to just be thinking about this in a 1v1 scenario. Yes, paladins just lost the ability to LAY ON HANDS THEMSELVES. Hey, you know that warrior who was with that retri you were just trying to kill? He is still fair game. Or that priest you ALMOST had dead? Yup, her too. If anything, this may make paladins more DANGEROUS in group PvP situations, since they won't be so fixated on just healing themselves now. With any luck paladins will start looking around for other people they can bring back from the brink of death. I actually think that would make them MORE dangerous, just to be honest.

Now, maybe I am off base here, but I don't think this is the right direction to go in nerfing paladins. I think the spell power co-efficient in both the protection tree and the retribution tree were a very bad idea. If any of you know how Gift of the Naaru works, it picks whichever stat is higher, AP or SP, and heals based on that. Why not do the same with paladin's damaging abilities? Then turn the co-efficient talents into talents to buff the primary seal of the tanking or DPS'ing spec? This would also have the effect of nerfing the healing capabilities of both of the other specs, which I think is a perfectly reasonable nerf considering they aren't mean to be good at healing.

Re: T10 Models Recap, MLG Anaheim, Blue posts

Originally Posted by palladiamors

First off, I feel the need to point out that this isn't just a PvP nerf, it is also a tank balancing PvE nerf, since paladins were starting to pull ahead in that area. About the only area it wasn't a nerf for was arena, since, you know, it can't be used there.

Second up, to both sides of this argument, you seem to just be thinking about this in a 1v1 scenario. Yes, paladins just lost the ability to LAY ON HANDS THEMSELVES. Hey, you know that warrior who was with that retri you were just trying to kill? He is still fair game. Or that priest you ALMOST had dead? Yup, her too. If anything, this may make paladins more DANGEROUS in group PvP situations, since they won't be so fixated on just healing themselves now. With any luck paladins will start looking around for other people they can bring back from the brink of death. I actually think that would make them MORE dangerous, just to be honest.

Now, maybe I am off base here, but I don't think this is the right direction to go in nerfing paladins. I think the spell power co-efficient in both the protection tree and the retribution tree were a very bad idea. If any of you know how Gift of the Naaru works, it picks whichever stat is higher, AP or SP, and heals based on that. Why not do the same with paladin's damaging abilities? Then turn the co-efficient talents into talents to buff the primary seal of the tanking or DPS'ing spec? This would also have the effect of nerfing the healing capabilities of both of the other specs, which I think is a perfectly reasonable nerf considering they aren't mean to be good at healing.

problem my friend, is if abilities only scale with AP, a holy pala, which already do the least amount of dmg of the healers (in healer spec) will do even less dps, since may I just remind you that Paladins don't have any casting spell besides exorcism on 15sec cds..

anyway, your comment made me LOL so hard, "teaming up" made me think of paladins teaming up with yet another paladin LOH each other ;D ;D hahaha.

Originally Posted by Blizzard Entertainment

Ret was broken. If you don’t see eye to eye with us on that, then it’s understandable why the degree of change might be surprising to you

Re: T10 Models Recap, MLG Anaheim, Blue posts

I probably wasn't clear enough. I meant to say that the relevant seal would pick whichever was highest, AP or SP, and determine damage based off of that. Like Gift of the Naaru does at current. I play a holy paladin, so I DEFINITELY don't want my damage nerfed anymore.

Re: T10 Models Recap, MLG Anaheim, Blue posts

Am I the only one who's more worried about the sacred shield nerf LoH? I mean screw LoH I don't really care that much, my main spec is even prot, we already have argent defender which I think is enough.

Re: T10 Models Recap, MLG Anaheim, Blue posts

Originally Posted by palladiamors

I probably wasn't clear enough. I meant to say that the relevant seal would pick whichever was highest, AP or SP, and determine damage based off of that. Like Gift of the Naaru does at current. I play a holy paladin, so I DEFINITELY don't want my damage nerfed anymore.

yeah, but like this you're just removing the tools from a hybrid. an elemental shaman can still heal, a shadow priest can still heal, a moonkin can still heal. good for a short amount of time? yes, good over time? no.

if I have to drink my 50k hp poll because my holy light are healing me for 2k each, and draining 1/4 of my mana pool each time I have to heal up myself outside of raid etc, that would just be a bit stupid to have those spells.

Originally Posted by Blizzard Entertainment

Ret was broken. If you don’t see eye to eye with us on that, then it’s understandable why the degree of change might be surprising to you